/Engine/Source/Runtime/Engine/Public/MaterialCompiler.h
Could be called sub texture and used to support multiple texture samples from a single node? Making it clear for now and setting explicitly aUSparseVolumeTextureas object. Register a sparse volume texture to be sampled.
The code chunk index of the texture.
int32 SparseVolumeTexture ( [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) * Texture, int32 & TextureReferenceIndex, EMaterialSamplerType SamplerType )